;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
12      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
22      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
15      ; Base time for engineers to transform terrain (x2)
5       ; Monarchy  pays support for all units past this
4       ; Communism pays support for all units past this
2       ; Fundamentalism pays support for all units past this
12      ; Communism is equivalent of this palace distance.
60      ; Fundamentalism loses this % of science
30      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Crusades,           5,-2,  Phi, Gun, 2, 3    ; AFl
Ancient Teachings,  3, 1,  nil, nil, 1, 3    ; Alp
Rural Economy,      2, 0,  Cur, nil, 1, 1    ; Amp
Romanesque Style,   4, 1,  Mas, E1,  1, 4    ; Ast
Inquisition,        2,-1,  The, Rep, 2, 3    ; Ato
Orthodox Church,    1, 0,  Cer, FT,  0, 2    ; Aut    ***with E2, changes civilization into Modern age.***
Royal Cities Chart, 4, 1,  Tra, CoL, 2, 1    ; Ban
Bridge Building,    4, 0,  Mas, Ast, 0, 3    ; Bri
Black Smiths,       4, 0,  Mas, nil, 0, 3    ; Bro
Monotheism,         5, 0,  nil, nil, 1, 2    ; Cer    ***Required for Temples to function; must be prerequisite.***
No Siege,           1, 0,  no,  no,  3, 0    ; Che
Merchant's Guild,   4, 2,  Ban, Mon, 3, 1    ; Chi
Royal Law,          4, 1,  War, Cur, 2, 2    ; CoL
Allweather Stirring,3,-1,  Nav, Sth, 0, 1    ; CA     ***Paratrooper pop up message.***
Barbarians,         3,-1,  Stl, nil, 0, 0    ; Cmb
Late Feudal Kingdom,6, 0,  Mon, Ban, 2, 2    ; Cmn    ***Allows government; decrease Cathedral effect by 1.***
Moors,              2, 1,  Ind, FT,  3, 3    ; Cmp
Poliorketics,       6,-2,  Mag, Mat, 3, 0    ; Csc
Military Architecture,4, 0,  Env, Bri, 0, 4    ; Cst  ***Allows castles to be built.***
Diplomacy,          4, 0,  Lit, Phi, 1, 3    ; Cor
Barter,             5, 2,  nil, nil, 1, 1    ; Cur
Sultanate,          5, 1,  Rep, Fun, 3, 2    ; Dem    ***Allows government. Courthouse - extra citizen content.***
Customs,            6, 1,  Ban, Chi, 3, 1    ; Eco
Carolingian Heritage,4, 0,  Alp, nil, 1, 3    ; E1 
Ecumenical Councils,4, 1,  no,  no,  0, 2    ; E2     ***Coliseum effect +1. Changes civ to Modern age with Aut.***
Crop Rotation,      2, 1,  Amp, Alp, 0, 3    ; Eng
Engineer's Guild,   5, 1,  Bri, Mon, 0, 3    ; Env
Catholic Church,    1,-1,  Cer, FT,  0, 2    ; Esp
Search for Relics,  6, 0,  AFl, FT,  2, 3    ; Exp    ***Ability for Engineer to transform terrain.***
Feudalism,          4,-1,  Amp, nil, 2, 2    ; Feu
Holy Warriors,      6,-1,  Mob, Rec, 3, 3    ; Fli
Caliphate,          4,-1,  Mon, Ind, 3, 2    ; Fun    ***Allows government.***
Greek Fire,         5, 0,  Nav, Mag, 0, 1    ; FP     ***No nuclear meltdowns; increases ship movement by 25%.***
Secret Sects,       4, 0,  Dem, Cor, 3, 2    ; Gen
National Uprisings, 5, 0,  CoL, Csc, 2, 2    ; Gue    ***Allows partisans to appear from captured city.***
Chivalry Order,     6,-2,  Stl, X7,  2, 0    ; Gun    ***Sells obsolete Barracks.***
Horse Breeding,     4,-1,  nil, nil, 0, 0    ; Hor
Islam,              1, 0,  Cer, FT,  3, 3    ; Ind    ***Changes civilization into Industrial age***
German Vassals,     4, 0,  RR,  nil, 2, 0    ; Inv
Mercenaries,        5,-2,  Rfg, Gun, 1, 0    ; Iro
Franconian Vassals, 3,-2,  RR,  nil, 1, 0    ; Lab
English Vassals,    2, 0,  RR,  nil, 0, 0    ; Las
Battering Ram,      5,-2,  NF,  X6,  3, 0    ; Ldr
Bookbinding,        5, 2,  Wri, Plu, 1, 3    ; Lit
Men-at-Arms,        4,-2,  Bro, nil, 1, 0    ; Too
Byzantine Art of War,2,-1,  Aut, Stl, 3, 0    ; Mag
Ship Building,      5,-1,  Pot, nil, 0, 1    ; Map    ***Allows map exchanges.***
Stone Masonry,      2, 0,  nil, nil, 0, 4    ; Mas
Water Engineering,  5, 0,  San, Env, 0, 3    ; MP 
Heavy Plate Armour, 6,-2,  Stl, Iro, 2, 0    ; Mat
Herbal Medicine,    3,-2,  Tra, Lit, 1, 1    ; Med
Fortified Harbors,  6,-2,  Env, Nav, 0, 4    ; Met
Theology,           1, 1,  Cer, FT,  0, 2    ; Min
Elite Troops,       6,-1,  Mat, Cmn, 2, 0    ; Mob    ***Sells barracks.***
Early Centralized Kingdom,5, 1,  CoL, Cur, 2, 2    ; Mon    ***Allows government.***
Monumental Architecture,5, 2,  X6,  Pla, 2, 4    ; MT ***Needed for Cathedrals and Michelangelo Wonder to function.*** 
Christianity,       4, 0,  no,  no,  0, 2    ; Mys    ***Increases Temple happiness by 1.***
Celestial Navigation,6,-1,  Map, ToG, 0, 1    ; Nav
Siege Methods,      6,-2,  Env, Plu, 3, 0    ; NF     ***Allows Nuclear Weapons(with Manhattan Project) and Uranium*** 
Arabian Seafaring,  5, 0,  Map, Ind, 0, 1    ; NP     ***Nuclear Power;  Ship movement increases by 1.*** 
Scholasticism,      6, 1,  Min, The, 1, 3    ; Phi    ***Philosophy; Allow free advance and Golden age pop up text.***
Norman Invasion,    5,-1,  X1,  Cmb, 1, 0    ; Phy
Gothic Style,       4, 1,  Ast, X6,  2, 4    ; Pla
Mathematics,        5, 0,  Alp, nil, 1, 3    ; Plu
Heavy Equipment,    5,-2,  U1,  Mob, 3, 0    ; PT 
Wood Carpentry,     4, 2,  Mas, nil, 0, 3    ; Pot
League of Cities,   4, 2,  Ban, Pla, 1, 4    ; Rad    ***Airport message; Allows airlift and Airfield tile***
Preexistent Unit,   1, 0,  Mob, nil, 2, 0    ; RR     ***Allows railroad to be built.***
Arabs,              1, 1,  Ind, FT,  3, 4    ; Rec
Geographics,        4, 1,  Sea, CA,  3, 1    ; Ref
Feudal Estates,     3, 0,  Feu, Eng, 2, 2    ; Rfg    ***Allows Farmland tile improvement.***
Empire,             5, 1,  Cmn, Eco, 2, 2    ; Rep    ***Allows government.***
Wind Mills,         5,-1,  MP,  Eco, 0, 3    ; Rob
Stratiotes,         6,-2,  SFl, Mag, 0, 0    ; Roc
Fire Marshals,      4, 2,  Too, Bro, 0, 4    ; San
Christian Seafaring,4, 0,  Map, Esp, 0, 1    ; Sea
Theme Aristocrates, 3, 1,  Aut, Rfg, 2, 1    ; SFl
Astro-Compass,      5,-2,  NP,  Map, 2, 1    ; Sth
Dome Construction,  5,-1,  Ast, Exp, 3, 4    ; SE 
Chain-Mail Armour,  5,-1,  Sup, Too, 2, 0    ; Stl
Iron Casting,       5, 0,  Bro, Pot, 0, 3    ; Sup
Town Guards,        6,-1,  Ban, Too, 1, 0    ; Tac
Monastic Orders,    3, 1,  Min, Rfg, 0, 2    ; The    ***Increases Cathedral effectiveness by 1.***
Astronomy,          4, 1,  Plu, Lit, 2, 1    ; ToG
State Currency,     4, 1,  Cur, War, 1, 1    ; Tra    ***Allows trade.***
Koran Teachings,    2, 1,  Ind, Lit, 1, 2    ; Uni
Royal Vassals,      4, 0,  Feu, Amp, 2, 2    ; War
Iconoclastic Dogmatics,1,-1,  no,  no,  0, 2    ; Whe
Latin Alphabet,     4, 2,  Alp, nil, 1, 3    ; Wri
Renaissance Knowledge,1, 0,  Rep, E1,  1, 3    ; FT 
Mobile Siege Engine,3, 0,  Ldr, Cst, 3, 0    ; U1 
Semite Subjects,    1,-1,  no,  no,  3, 4    ; U2 
Franconian Knighthood,4, 0,  Gun, RR,  1, 0    ; U3 
English Knighthood, 5, 0,  Gun, RR,  0, 0    ; X1 
German Knighthood,  4, 0,  Gun, RR,  2, 0    ; X2 
Templar Order,      6,-2,  Exp, U3,  2, 3    ; X3 
Hospitalier Order,  6,-1,  Exp, X1,  2, 3    ; X4 
Teutonic Order,     5,-2,  Exp, X2,  2, 3    ; X5 
Wooden Frame Construction,5, 1,  Pot, Amp, 0, 3    ; X6 
Stirrup and Horsesaddle,6, 0,  Hor, Too, 1, 0    ; X7 

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Royal Court,              12, 0,    War,
Training Grounds,          4, 1,    Stl,
Storehouse,                6, 1,    Pot,
Church,                    5, 1,    Cer,
Market,                    8, 1,    Cur,
Monastic Scriptorium,      9, 1,    Lit,
Dungeon,                   6, 1,    CoL,
City Walls,               10, 0,    Mas,
Water Supply,              6, 1,    San,
Treasury,                 12, 2,    Ban,
Cathedral,                12, 3,    MT, 
Imam School,              16, 4,    Uni,
Hospital,                 10, 2,    Med,
Tavern,                   10, 4,    Amp,
Forge,                    14, 3,    Sup,
Manufacture,              32, 0,    nil,
Town Fortune,             40, 0,    no, 
Catacombs,                16, 2,    Env,
Wind Mill,                16, 3,    no, 
Water Mill,               16, 3,    MP, 
Mercenary Camp,           16, 2,    no, 
Trade Centre,             16, 3,    Rad,
Aqueduct,                 12, 2,    MP, 
Monastery,                 8, 2,    The,
Custom House,             18, 2,    Eco,
University,               32, 0,    nil,
Merchant Guild,           32, 0,    no, 
Dikes,                     9, 1,    Met,
Wind Mill,                20, 2,    Rob,
Fishing Docks,             6, 1,    Map,
Shipyards,                16, 3,    Sea,
Transport Docks,          12, 0,    CA, 
Town Guard,                6, 2,    Tac,
Warship Warfs,             8, 2,    Nav,
Western Voyage Knorr,      6, 0,    no, 
Western Voyage Drakkar,   12, 0,    no, 
Western Voyage Caravel,   24, 0,    no, 
(Crusade Tributes),       60, 0,    AFl,
Pyramids,                 60, 0,    Mas,
Dome of the Rock,         50, 0,    ToG,
Trade Chart,              20, 0,    Chi,
Fleet of Alfred the Great,40, 0,    Map,
Tomes of the Koran,       30, 0,    Uni,
Hagia Sophia,             50, 0,    SE, 
Krak de Chevaliers,       60, 0,    X4, 
Jihad,                    30, 0,    Ind,
The First Crusade,        50, 0,    AFl,
Doomsday Book,            20, 0,    X1, 
The Vatican,              50, 0,    Esp,
Mont Saint Michel,        30, 0,    Phi,
The Imperial Fleet,       50, 0,    FP, 
Hippodrome,               50, 0,    MT, 
Carolingian Reformation,  40, 0,    E1, 
Notre Dame,               60, 0,    Pla,
Theological Seminary,     40, 0,    Cmp,
Silkroad Caravansaray,    40, 0,    Cur,
Crusade Prayer,           40, 0,    AFl,
Reforms of Basil the Great,40, 0,    Cmn,
Church of the Holy Tomb,  30, 0,    Min,
Holy Roman Empire,        50, 0,    Rep,
Norman Conquest,          60, 0,    Phy,
The True Cross,           20, 0,    Exp,
The Reichstag,            50, 0,    X2, 
Cartographic Compendium,  30, 0,    Ref,
The Great Mosque,         50, 0,    Uni,
Tower of London,          40, 0,    Ast,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Dome of the Rock
nil,        ; Trade Chart
CA,         ; Fleet of Alfred the Great
Dem,        ; Tomes of the Koran
nil,        ; Hagia Sophia
nil,        ; Krak de Chevaliers
X3,         ; Jihad
nil,        ; The First Crusade
Rep,        ; Doomsday Book
nil,        ; The Vatican
nil,        ; Mont Saint Michel
nil,        ; The Imperial Fleet
nil,        ; Hippodrome
Phy,        ; Carolingian Reformation
nil,        ; Notre Dame
nil,        ; Theological Seminary
nil,        ; Silkroad Caravansaray
SE,         ; Crusade Prayer
X4,         ; Reforms of Basil the Great
nil,        ; Church of the Holy Tomb
nil,        ; Holy Roman Empire
nil,        ; Norman Conquest
nil,        ; The True Cross
nil,        ; The Reichstag
nil,        ; Cartographic Compendium
Exp,        ; The Great Mosque
nil,        ; Tower of London


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Serfs,        Env, 0,  2.,0,  2a,2d,  2h,1f,  4,0,  5, Amp, 000000000000000
Master Engineers,Ato, 0,  2.,0,  0a,2d,  2h,1f,  5,0,  5, Env, 000000000000000
Housecarls,   Wri, 0,  0.,0,  5a,6d,  3h,3f,  8,0,  1, Iro, 000010000010000
Swordsmen,    U2,  0,  2.,0,  7a,4d,  2h,2f,  5,0,  0, Stl, 100000000000100
Spearmen,     U3,  0,  2.,0,  5a,4d,  2h,2f,  4,0,  1, Too, 100000000000000
Billmen,      U2,  0,  2.,0,  5a,5d,  2h,3f,  6,0,  1, X1,  100000000000000
Pikemen,      U2,  0,  2.,0,  5a,5d,  3h,2f,  6,0,  1, X2,  100000000000000
Halberdiers,  U2,  0,  2.,0,  6a,5d,  2h,2f,  6,0,  1, U3,  100010000000000
Beduins,      Mys, 0,  4.,0,  8a,3d,  2h,2f,  8,0,  0, Cmb, 000100010000000
Rebels,       Ind, 0,  1.,0,  5a,3d,  2h,1f,  3,0,  1, Gue, 000001000000010
Magyars,      X7,  0,  4.,0,  7a,2d,  2h,2f,  4,0,  1, Cmb, 000000001000001
Vikings,      Wri, 0,  2.,0,  8a,3d,  2h,2f,  5,0,  0, Iro, 000000100010000
Duke,         Wri, 0,  3.,0, 12a,6d,  5h,3f, 16,0,  0, War, 000000000010011
Markgrave,    Wri, 0,  3.,0, 10a,5d,  4h,4f, 12,0,  0, War, 000000000010011
Chevalier,    Wri, 0,  3.,0,  9a,5d,  3h,5f,  9,0,  0, War, 000000000010011
Heavy Cavalry,U2,  0,  3.,0,  7a,3d,  2h,2f,  6,0,  0, X7,  100010000000001
Cavalry,      Whe, 0,  3.,0,  7a,4d,  2h,1f,  6,0,  0, SFl, 010000000000001
Cataphracts,  Whe, 0,  3.,0,  9a,4d,  2h,2f,  9,0,  0, Roc, 000010000000001
Russian Knights,Mas, 0,  3.,0, 10a,5d,  2h,2f, 10,0,  0, Cmb, 000010000010000
Bulgars,      Whe, 0,  3.,0,  9a,5d,  3h,2f,  9,0,  0, Cmb, 010000000000001
Templars,     U2,  0,  3.,0, 10a,4d,  3h,3f, 12,0,  0, X3,  100000000010011
Teutonic Knights,U2,  0,  2.,0, 10a,4d,  2h,4f, 10,0,  0, X5,  100010000000010
Ram,          Che, 0,  1.,0,  8a,1d,  2h,3f,  8,0,  0, Ldr, 000000001000000
Siege Tower,  Che, 0,  1.,0, 12a,2d,  2h,4f, 12,0,  0, U1,  000001001000000
Trebuchet,    Che, 0,  172.,0, 14a,2d,  2h,3f, 18,0,  0, PT,  000000001000100
Motte and Bailey,nil, 0,  0.,0,  3a,7d,  2h,2f,  8,0,  1, no,  000000000010001
Village,      nil, 0,  0.,0,  1a,4d,  1h,2f, 12,0,  1, no,  000010000010000
Urban Guards, Wri, 0,  0.,0,  9a,8d,  3h,3f,  9,0,  1, Ban, 000000000010001
Emir,         Wri, 0,  3.,0, 14a,6d,  3h,4f, 20,0,  0, Dem, 000000001010000
Impassable,   nil, 1,  0.,1,  0a,4d,  2h,2f, 20,0,  1, no,  010110000010001
Palace Guards,Mys, 0,  1.,0,  6a,6d,  2h,3f,  8,0,  1, Fli, 000000010000000
Imperial Guards,Wri, 0,  0.,0,  8a,6d,  3h,3f, 10,0,  1, Csc, 000000000010001
Hulk,         U2,  2,  5.,0,  5a,4d,  2h,1f,  5,3,  4, Map, 100000000101000
Dhow,         nil, 2,  6.,0,  0a,5d,  2h,1f,  6,4,  4, Nav, 000000000000001
Crusader,     U2,  2,  5.,0,  6a,4d,  2h,2f,  7,4,  2, Sea, 100000000100001
Ghanja,       Mys, 2,  6.,0,  8a,5d,  3h,1f, 10,2,  2, NP,  000000010000001
Dromon,       Whe, 2,  6.,0,  8a,6d,  1h,3f, 10,0,  2, FP,  010000000100000
Galley,       Ind, 2,  6.,0, 10a,6d,  2h,2f, 10,2,  2, Sth, 100000000100001
Longship,     Wri, 2,  5.,0,  8a,4d,  1h,2f,  6,1,  2, Map, 000000000010001
Assassin,     Esp, 0,  3.,1, 10a,1d,  2h,2f,  6,0,  0, Gen, 001100011000010
Militia,      Stl, 0,  1.,0,  4a,4d,  2h,1f,  3,3,  1, Feu, 000001000000000
Outlaw Noble, Wri, 0,  3.,0,  8a,6d,  3h,4f,  9,1,  0, Rfg, 000000001010010
Mercenary Camp,nil, 0,  0.,0,  0a,0d,  1h,1f,  3,0,  1, no,  000000000011001
Mongol Khan,  nil, 1,  4.,0, 10a,6d,  4h,5f, 20,0,  0, RR,  000000001010011
Mongols,      nil, 0,  4.,0,  9a,6d,  3h,4f, 12,0,  0, RR,  000000000010011
Crusaders,    Wri, 1,  1.,0, 18a,6d,  3h,5f, 18,3,  0, AFl, 100000000010001
Monk,         Ind, 0,  2.,0,  0a,0d,  1h,1f,  8,0,  6, The, 100000000000010
Warlord,      nil, 1,  2.,0,  8a,5d,  2h,3f, 10,0,  0, RR,  000000000110101
Merchant,     Ind, 0,  2.,0,  0a,1d,  2h,1f,  5,0,  7, Cur, 000000100000010
Caravan,      nil, 0,  3.,0,  0a,2d,  2h,1f, 10,3,  7, Ind, 000000010000000
Foederati Legion,Whe, 0,  0.,0,  6a,5d,  2h,1f,  4,0,  0, Aut, 010010000000000
Hospitaliers, U2,  0,  3.,0,  9a,5d,  4h,2f, 12,0,  0, X4,  100000000000011
Mounted Archers,Mys, 0,  4.,0,  9a,3d,  2h,1f,  7,0,  0, Fun, 000010010000000
Camel Riders, Mys, 0,  4.,4,  8a,4d,  2h,2f,  8,0,  0, Iro, 000000010000000
Archers,      Mys, 0,  0.,0,  5a,5d,  2h,1f,  4,0,  1, Ind, 000000010000000
Longbowmen,   U2,  0,  2.,0,  5a,4d,  2h,2f,  4,0,  1, Mon, 100000001000000
Crossbowmen,  U2,  0,  2.,0,  6a,6d,  2h,3f,  7,0,  1, Mob, 100000001000000
Archers,      Mys, 0,  2.,0,  6a,5d,  2h,2f,  6,0,  1, Fun, 000100010000000
Mamelukes,    Mys, 0,  3.,0, 10a,4d,  2h,2f, 10,0,  0, Fli, 000000010000001
Knights,      U2,  0,  3.,0,  8a,4d,  2h,3f,  8,0,  0, Gun, 100000000000000
Light Cavalry,Mys, 0,  4.,2,  7a,3d,  2h,1f,  6,0,  0, Hor, 000100010000001
Comites Legion,Whe, 0,  2.,0,  8a,4d,  3h,1f,  5,0,  0, Aut, 010000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Sand Desert,1,2,  0,1,1,   no,  1, 8, 6,   yes, 1, 8,  0,  no,    ; Drt
Steppe,     1,2,  2,1,0,   yes, 1, 5, 1,   For, 0,10,  5,  Grs,   ; Pln
Plains,     1,2,  3,1,0,   yes, 1, 5, 2,   Gla, 0, 8,  6,  no,    ; Grs
Forest,     2,3,  1,2,0,   Grs, 0, 6, 3,   no,  0, 5,  0,  Gla,   ; For
Hills,      2,4,  1,1,0,   yes, 1, 6, 0,   yes, 2,10,  1,  no,    ; Hil
Mountains,  3,6,  0,2,0,   yes, 1,18, 0,   yes, 2,10,  5,  no,    ; Mou
Semi Desert,1,2,  1,0,2,   no,  1, 8, 6,   yes, 1, 6,  0,  Pln,   ; Tun
Groves,     2,2,  2,2,0,   Grs, 1, 5, 0,   no,  0, 5,  0,  no,    ; Gla
Swamp,      2,3,  1,1,0,   no,  0,15, 6,   For, 0,12,  3,  Grs,   ; Swa
Palm Trees, 2,3,  1,1,2,   no,  1, 8, 0,   Pln, 0,10,  6,  no,    ; Jun
Sea,        1,2,  1,0,2,   no,  1, 0, 0,   no,  4, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Olive Tree, 1,2,  2,1,3,
Plains,     1,2,  2,1,0,
Deer,       2,3,  3,2,1,
Marble,     2,4,  1,3,1,
Gold,       3,6,  0,2,8,
Rocks,      2,2,  1,4,0,
Sheep,      2,2,  4,2,0,
Pitch,      2,3,  1,4,1,
Camels,     2,3,  2,2,2,
Fish,       1,2,  3,0,3,
Gems,       2,2,  0,1,5,
Graines,    1,2,  3,1,0,
Plains,     1,2,  2,1,0,
Prime Lumber,2,3,  2,4,1,
Wine,       2,4,  2,1,3,
Iron,       3,6,  0,4,0,
Beduin Tent,1,3,  1,1,4,
Horses,     2,2,  3,3,0,
Spice,      2,2,  3,0,4,
Fruit,      2,3,  4,0,2,
Dolphins,   1,3,  2,2,3,




@GOVERNMENTS
Anarchy,        Regent,      Regent
Realm,          Duke,        Duchess
Early Kingdom,  King,        Queen
Late Kingdom,   King,        Queen
Caliphate,      Caliph,      Caliph
Empire,         Emperor,     Empress
Sultanate,      Sultan,      Sultana

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Basil the Great,Theodora,            0, 1, 1, Byzantins,   Byzantine,   0,  1,  1,     1, Domitius, Domitia, 2, Basileus, Basileea, 3, Basileus, Basileea, 4, Patriarch, Matriarch
Muhhamad ibn Tumart,Abdul Abbas,         0, 2, 1, Almohads,    Moorish,     1,  0,  0,     1, Emir, Emir, 2, Emir, Emir, 3, Caliph, Caliph, 5, Caliph, Caliph
Philippe August,Joan of Arc,         0, 3, 2, French,      French,      1, -1,  1,     1, Seigneur, Duchese, 4, King, Queen, 5, King, Queen, 6, Archbishop, Archbishop
Svarog,       Svarog,              1, 4, 0, Slavs,       Slav,        1,  1, -1,     1, Cneaz, Cneaghina, 2, Czar, Czarina, 3, Czar, Czarina, 5, Great Czar, Czarina
Genghis Khan, Bortei,              0, 5, 1, Mongols,     Mongol,      1,  1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Great Khan, Great Khan, 4, Great Khan, Great Khan
Canute the Great,Gertrude,            1, 6, 3, Danes,       Danish,      1,  0,  0,     1, Warlord, Lady, 4, Warlord, Princess, 5, King, Queen, 6, High Priest, High Priestess
Jaroslav the Wise,Catherine the Great, 0, 7, 0, Russians,    Russian,     1,  0, -1,     1, Cneaz, Cneaghina, 2, Czar, Czarina, 3, Czar, Czarina, 5, Patriarch, Matriarch
Kuvrat,       Asan & Peter,        1, 1, 0, Bulgars,     Bulgar,      0,  1, -1,     2, Czar, Czarina, 3, Czar, Czarina, 4, Great Czar, Czarina, 5, Great Czar, Czarina
Abdallah ibn Jasin,Yusuf ben Taxufin,   0, 2, 1, Almoravids,  Moor,        0,  1,  1,     1, Emir, Emir, 2, Emir, Emir, 3, Caliph, Caliph, 5, Sultan, Sultana
Lothar I,     Jeanne,              0, 3, 2, Burgundians, Burgundian,  0, -1,  1,     2, Duke, Duchess, 3, Duke, Duchess, 5, Duke, Duchess, 6, Elector, Elector
Boleslav the Brave,Ludmilla,            0, 4, 3, Poles,       Polish,     -1, -1,  0,     1, Hatman, Duchess, 2, Prince, Princess, 4, Regent, Regent, 6, Archbishop, Archbishop
Chosroe,      Fatimah,             0, 5, 1, Persians,    Persian,    -1,  0,  1,     1, Vizier, Vizier, 2, Padishah, Padishah, 3, Shah, Shah, 5, Shahinshah, Shahinshah
Alfred the Great,Andrada,             1, 6, 3, Angles,      Anglish,     0,  1,  0,     4, Lord Protector, Lady Protector, 5, King, Queen, 6, Archbishop, Archbishop
Connacher,    Dierdre,             0, 7, 0, Independents,Independent, 1,  1, -1,     2, Prince, Princess, 4, Pope, Pope, 5, King, Queen, 6, Pope, Pope
Grimwald,     Eleanor,             1, 1, 2, Lombards,    Lombard,     0,  0, -1,     2, Duke, Duchess, 4, Elector, Elector, 5, King, Queen, 6, Elector, Elector
Osman,        Seldjuk,             0, 2, 1, Seldjuks,    Seldjuk,     1,  1,  1,     1, Emir, Emir, 2, Mullah, Mullah, 3, Caliph, Caliph, 5, Sultan, Sultana
Harald Hardrada,Gunhild,             1, 3, 3, Vikings,     Viking,      1,  0,  0,     1, Chieftain, Chieftain, 2, Warlord, Lady, 4, Warlord, Princess, 5, King, Queen
Frederik Barbarossa,Friederich I,        1, 4, 2, Holy Roman Empire,German,      1,  1, -1,     1, Markgrave, Markgrave, 4, Elector, Elector, 6, Elector, Elector
Salladin,     Scheherezade,        0, 5, 1, Aijubites,   Arab,        1, -1,  1,     1, Emir, Emir, 2, Mullah, Mullah, 3, Caliph, Caliph, 5, Sultan, Sultana
William I,    Mathilda,            0, 6, 2, Normans,     Norman,      0,  0, -1,     2, Duke, Duchess, 4, Duke, Duchess, 5, King, Queen, 6, Archbishop, Archbishop
Stephen I,    Maria,               0, 7, 0, Magyars,     Magyar,      1,  0, -1,     1, Herzog, Herzegne, 4, Kirally, Kirally, 5, King, Queen, 6, Archbishop, Archbishop

Glad,       ...,     0, 5, Walahs,      Walah,       1,  0,  1,     1, Domn, Doamna, 2, Voievod, Voda, 3, Voievod, Voda 5, Voievod, Voda
Stracimir,  ...,     0, 1, Serbs,       Serbian,    -1,  1,  1,     1, Cneaz, Cneaghina, 2, Czar, Czarina, 3, Czar, Czarina, 5, Great Czar, Czarina



;
;   Trading Commodities
;
@CARAVAN
Pottery,
Lumber,
Ore,
Wool,
Salt,
Linen,
Furs,
Wine,
Artifacts,
Silk,
Silver,
Spices,
Gems,
Gold,
Incents,
Weapons,


@ORDERS
Fortify,            F
Fortified,          F
Sentry,             S
Build Castle,       f
Build Road,         R
Build Irrigation,   I
Build Mines,        M
Transform,          T
Cure Plague,        p
Claim Domains,      D
Go to,              G


@DIFFICULTY
Serf
Squire
Knight
Count
Duke
King

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged
